Gifts

Loose Tongue
This Gift can be used successfully on only a single
subject and only once per scene on that subject.
Cost: None
Dice Pool: Manipulation + Socialize + Wisdom
versus Composure + Primal Urge
Action: Contested; resistance is reflexive
Roll Results
Dramatic Failure: The werewolf is infected by the
Gift’s effects instead of her targets, suffering a –3 penalty
to all Empathy, Persuasion and Subterfuge rolls for the
duration of the scene.
Failure: The character fails to affect the target.
Success: Up to one target in conversation with the
werewolf is affected per success. You decide who is affected
based on the total successes rolled. Targets under
the Gift’s influence suffer a –2 penalty to Empathy and
Subterfuge rolls for the duration of the scene, and only
toward rolls made against the Gift user. A subject is not
suddenly forthcoming with secrets to anyone else who
comes along, but he becomes more susceptible to “friendly
conversation.”
Exceptional Success: The targets suffer the listed
penalties, as well as a –2 penalty to Composure rolls for
the rest of the scene.

Sand in the Eyes
A werewolf may use this Gift only once per scene per
target (succeed or fail).
Cost: None
Dice Pool: Manipulation + Subterfuge + Honor
versus Composure + Primal Urge
Action: Contested; resistance is reflexive
Roll Results
Dramatic Failure: Subjects instantly sense that
something is dreadfully wrong about the werewolf, catching
a glimpse of the predator within.
Failure: Subjects pay no more or less attention to the
character than normal.
Success: Anyone affected by the Gift who interacts
with the werewolf while the Gift is in effect suffers a –5
penalty to any later Intelligence + Composure rolls for
the purposes of remembering details about the werewolf
(see World of Darkness Rulebook, p. 44). They’re hardpressed
to pick the character out of a lineup, recall how
long she hung around or even realize she was digging
for information. If the werewolf takes any violent action
against the subject, the Gift’s effects end where that
subject is concerned. This Gift can only cloud memories
of the scene in which the Gift was used; it does not erase
all memories of the werewolf if the target and werewolf
interacted previously.
Exceptional Success: Those affected must make an
Intelligence + Composure roll at –5 to remember that the
character was ever there at all.

Step Sideways
Same roll as Uratha

Bio:

Walter is in his late 60s. He moved to Ukiah to open his law practice 30 years ago. He was born in Japan, but does have legal citizenship. He first came to the US to study law in the 1970s and returned to Japan after graduating, but when the Japanese economy crashed around 1990, he moved back to the United States and settled in Ukiah. He has become a permanent fixture in the minds of many of Ukiah’s citizens. He befriended the Monroe family early on and would even watch after a young Devlin when his parents were away from time to time.